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SAVE23-WITHGA-MESCOMVoucher ends 18:00 CET 4th-9th Aug 2015.

www.greenmangaming.com

Come visit us at the UK Industry Stand #C010 - D011, Hall 3.2

23% OFF SELECTED TITLES

FRIDAY, AUGUST 7TH 2015 DAY THREE

Page 2: GCD Daily Day 3

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by Christopher Dring

PUBLISHER Bethesda is targeting three to four big game releases a year.

The firm has a packed slate over the next 12 months, including the likes of Fallout 4, Dishonored 2 and Doom. The last time it had such a line-up was in 2011, when it had Brink, Hunted, Rage and Skyrim; what followed was two years of relative silence.

“There was Dishonored and a bunch of DLC, but nothing else new,” recalled PR and marketing VP Pete Hines. “I want to avoid that.”

But Hines added Bethesda would not go on a spending spree like the last generation, where it bought four studios and created two more.

“We are getting to the point where these studios we have acquired have figured out how they work together, what they do and how they do it... we are starting to hit a bit more consistency,” continued Hines. “We want to build to a point where we are doing three or four big titles a year. But we are not thinking

‘What if we did eight games a year?’ That’s not how we do things.”

Unsurprisingly, Hines’ big focus is on launching Fallout 4 in November.

“It is going to be our biggest release ever,” he said. “We will see. I thought Skyrim would be a big deal, but I didn’t know it would get to the point it did.”

Bethesda wants to publish ‘three to four big games a year’

Fallout 4 firm hopes to avoid another post-Skyrim lull

FRIDAY, AUGUST 7TH 2015 DAY THREE

Bethesda is showcasing new Fallout 4 content at Gamescom

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04

NEWS

Friday, August 7th 2015

by James Batchelor

CREATIVE Assembly’s Halo strategy game will not resemble its smash-hit Total War franchise, the developer has told MCV @ Gamescom.

Halo Wars 2 was the shock announcement at Microsoft’s pre-Gamescom press briefing.

Creative Assembly says it is paying closer attention to the original Halo Wars (created by now defunct studio Ensemble) than its own IP, as well as taking advice from Halo developer 343 Industries.

“There’s loads of pressure,” studio boss Tim Heaton said. “We are absolutely using Halo Wars as a starting point. This isn’t going to be a Total War: Halo kind of game – this is Halo Wars taken to the next stage.

“We really rated Halo Wars. It’s something we can add to and build on. As we’re learning about the universe, we’ve been working closely with 343 Industries, and that’s been a really interesting learning experience.”

While the studio’s PC team is focused on Total War: Warhammer, the development of Halo Wars 2 falls to a significant portion of the team behind last year’s sci-fi smash hit Alien: Isolation.

“We’ve crafted the Halo Wars team, but primarily we are able to use the Alien: Isolation developers,” said Heaton. “They’re our console-ready team. It’s the

perfect combination: we have great strategy knowledge, great PC knowledge and now great console knowledge because of Alien.”

Halo Wars 2 will mark the UK outlet’s second console title in recent years, despite being a largely PC-centric developer throughout its 25-year history. Could this be a precursor to Total War coming to consoles?

“Nothing is off the table,” Heaton said. “We know we can do more with Total War.

“PS4 and Xbox One have over-delivered on what some people thought they would do. The consoles are definitely an interesting place to be, and there are going to be loads of opportunities with them.”

Halo Wars 2 ‘will not be Total War: Halo’

Creative Assembly reassures fans as Alien team begins work on sequel

Halo Wars 2 will be more like its predecessor than the Total War series

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by Alex Calvin

STREET Fighter V is set to become the biggest title in the eSports fighting scene, if Capcom has its way.

Marketing director Antoine Molant told MCV @ Gamescom that the firm plans to have a presence at a number of leading eSports events in an attempt to make Street Fighter V a hit amongst pro-gamers.

“A big direction for us is the eSports aspect of Street Fighter V,” he said “eSports is booming at the moment and we want to make sure that Street Fighter is at the

TRAIN Simulator firm Dovetail Games has announced a deal with Microsoft to bring some of its future games to Xbox One and Windows 10.

The UK developer plans to bring its new Train Simulator title, Dovetail Games Fishing and Dovetail Games Flight Simulator to Microsoft’s

forefront of that. Right now – in terms of fighting games – we’re not at the level of League of Legends, but that’s where we want to be. We want to be the headline name in fighting eSports games.”

platforms as a part of the firm’s ID@Xbox scheme in the next year.

ID@Xbox boss Chris Charla said: “We’ve always been huge fans and supporters of the simulation genre and its place in the gaming ecosystem, and Dovetail Games’ understanding of this

“We have the Capcom Pro Tour – an annual tournament we introduced in 2014. There are also two UK events, which take place at EGX and Versus Fighting. We’ll look to integrate Street Fighter V with them.”

space through the breadth of their portfolio is second to none. We’re excited to have them on board and look forward to bringing their games to our platforms.”

Dovetail already has a relationship with Microsoft, as it licenses the technology behind Flight Simulator.

05

Capcom wants Street Fighter to be No.1 in eSports

Dovetail Games announces Xbox partnership

Publisher plans multi-million marketing push for upcoming brawler

NEWS

Capcom’s Molant wants Street Fighter to be the ‘League of Legends’ of fighting games

Friday, August 7th 2015

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by Christopher Dring

DEVELOPER Dontnod was trying to sell Square Enix a different game before deciding to show them Life Is Strange as an afterthought.

The episodic game has achieved over 1m sales and has picked up multiple critical plaudits, including two prizes at last month’s Develop Awards.

But it almost didn’t happen, even after Dontnod – which was suffering from financial difficulties at the time – approached Square Enix’s London team.

“We like to work with external developers, and we hold external development teams in the same regard as internal teams – they really are precious to us,” said Phil Rogers, CEO of Square Enix for Europe and the Americas.

“We are careful how we build relationships because we want to make sure we can really add, and the teams work in a way that we like to work, which is very open and honest. We

have a team in London that spends a lot of time talking to studios.

“Life is Strange came through a meeting set-up by that team. Dontnod visited us to show us a different project. We decided quite quickly that it wasn’t for us, and it was one of those great moments when they said – it was almost like a postscript to the meeting – ‘Ok, we are

also working on this.’ You could instantly see the jaws drop, and the reaction and desire to start playing with it.

“It was an almost fortuitous meeting. We love the storytelling element; we feel storytelling is one of our fortes, it is very important to us as a group.

“The game came out of that encounter. We love what the team is doing, we feel we can help them and we are really pleased we got to work with Dontnod.

“The awards are great for a team who, at one point, didn’t know where they were going to go with Life Is Strange and whether it would ever be launched.”

06

How Square Enix discovered Life Is Strange

Dontnod came to the firm’s London office to pitch a different game

NEWS

Friday, August 7th 2015

Life Is Strange has sold over 1m copies

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by James Batchelor

SCIENTISTS propose that dinosaurs likely had feathers – but Studio Wildcard says it will continue to focus on scaly lizards because feathers are ‘really hard to do’.

In its dinosaur adventure game, Ark: Survival Evolved, players hunt and tame dinosaurs. But despite recent scientific discoveries, and countless messages from hardcore dino-fans, the team does not intend to change how they look.

“We made the conscious decision to not make all of our dinosaurs actual species,” explained co-founder and creative director Jesse Rapcazak.

“We’ve noticed that a lot of people are quick to point out: ‘Hey, dinosaurs have feathers now. The big lizard thing is not scientifically accurate any more’. It’s actually kind of stressful because people are really passionate about dinosaurs.”

“So we don’t have a Tyrannosaurus Rex; we

have another sub-species that we made up for the game – that’s our creative licence, right? We’re not trying to appeal to the overly scientific crowd. We try not to take it too seriously.”

It’s a similar criticism to the one hurled at summer blockbuster Jurassic World. However, while the Silver Screen smash hit insisted on holding true to how people expect dinosaurs to look, Studio Wildcard at least tried to compromise.

“We tried to put some feathers on some dinosaurs,” Rapczak told MCV @ Gamescom. “Our velociraptors have a few feather-like things on them.

“The thing is, it’s really hard to do good feathers in a game. So we limit the feathers a little bit, because it makes it easier for us.”

Ark: Survival Evolved, already a hit on Steam Early Access, will make its console debut later this year via Xbox One’s Game Preview system.

07

‘Putting feathers on dinosaurs is stressful’

Ark: Survival Evolved developer on accurately depicting prehistoric brutes

NEWS

Ark: Survival Evolved is coming to Xbox One later this year

Friday, August 7th 2015

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by Craig Chapple

THE world of eSports needs to improve its regulations to cut down on abusive and offensive behaviour from certain pro-gamers.

That’s according to Frank Elliott, community and PR manager at Mount & Blade: Warband studio Taleworlds Entertainment.

Speaking to MCV @ Gamescom about what is driving the growth of the lucrative eSports industry, Elliott said competitors are attracting as much attention as the games themselves.

“eSports really relies upon players with personalities,” he said. “That’s what creates the storylines around eSports. Twitch has really enabled that in a big way.”

However, internet videos of these players hurling verbal abuse at their opponents when they are victorious is holding the industry back, depicting the eSports sector as a breeding ground for abusive individuals.

“We need to do the same thing that normal sports does: regulate it,” said Elliott.

“We need to get more professional; we need coaches saying: ‘you can’t behave like that, because it’s embarrassing for us and our sponsors’. That’s how it gets resolved – people grow up.

“Videos like those from Call of Duty tournaments, they’re really awful. It’s humanity at its worst. It’s completely embarrassing for gaming in general – not just eSports – but it is being resolved.

“For example, Korea got a lot of criticism for its players being too bland and stale. But at least there’s some actual structure to stop professional gamers going off the hook and embarrassing everyone.”

08

eSports needs better regulation, says TaleworldsDev urges industry to monitor abusive personalities to avoid embarrassment

NEWS

eSports players are as much of a draw for audiences as games, says Taleworlds’ Elliott

Friday, August 7th 2015

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09

NEWS

Friday, August 7th 2015

by James Batchelor

MOBILE games giant Gree believes that establishing a new studio from scratch is more costly in the long run than acquiring them.

Speaking to MCV @ Gamescom, COO Andrew Sheppard said that it’s tough to find success in the free-to-play market with a brand new team.

“The general belief at this time in the market is that starting from scratch is so hard,” he said. “Having worked on over 60 free-to-play projects over the last nine years, I’ve found that building a studio from scratch doesn’t correlate strongly with having that team’s first game be successful.”

He added that this first game could cost millions of dollars to produce at the quality expected from today’s free-to-play titles, which he calls “a very expensive learning opportunity”.

Sheppard’s comments followed the recent acquisition of Australian developer Twiitch, which has now been rebranded as

Gree Melbourne. The studio’s new parent wants to use the team’s experience to expand into the core and mid-core smartphone game markets, and Sheppard hopes for future acquisitions.

“We are actively looking at studios that are tenured in the gaming space, that have either demonstrative free-to-play experience or have learned by way of fire and can build games that are commercially viable,” he said.

“We’re also looking for free-to-play developers

that are running profitable, successful free-to-play businesses that will either expand our understanding of the category beyond the types of games we work on directly or move us into entire new categories and genres.”

He concluded that Gree’s cash reserves and the revenue from its most popular games means the firm “has time to make the right long-term decisions”.

“When we find something that fits, we have the capacity to take action,” he said.

Gree: Don’t build studios, buy themCOO Andrew Sheppard says mobile giant is keen to acquire more devs

Gree’s Andrew Sheppard wants to acquire more studios

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CONTACTS

Head of Operations: Stuart Moody [email protected]

Production Executive: James [email protected]

MCV has an exclusive media partnership with Famitsu – Japan’s leading video

games analyst and news source

ISSN: 1469-4832

Copyright 2015

Please address all enquiries to:Newbay Media, MCV, Saxon House, 6a St. Andrew Street, Hertford, SG14 1JA.

Newbay Media specialises in trade-dedicated print and digital publishing for entertainment and leisure markets. As well as MCV, Newbay publishes Develop, PCR, ToyNews, Music Week, MI Pro, Audio Pro International and BikeBiz. It also has two online-only brands: Licensing.biz, for everyone in the global licensing industry. It also runs a number of events including the MCV Industry Excellence Awards, the London Games Conference and the Games Media Awards.

© NewbayMedia 2015All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means electronic or mechanical, including photocopying, recording or any information storage or retrieval system without the express prior written consent of the publisher. The contents of MCV are subject to reproduction in information storage and retrieval systems.

Christopher Dring, [email protected]

Laura West, Business Development [email protected]

Michael French, [email protected]

James Batchelor, [email protected]

Sam Richwood, [email protected]

Nikki [email protected]

Dan [email protected]

Kelly SambridgeHead of Design and [email protected]

Craig Chapple, Deputy [email protected]

Matt Jarvis, Staff [email protected]

Conor Tallon, Account [email protected]

Alex Calvin, Staff [email protected]

CONTACT DETAILS

11Friday, August 7th 2015

Ben Parfi tt,Associate EditorBParfi [email protected]

Page 12: GCD Daily Day 3

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Page 13: GCD Daily Day 3

UNLIKE many of its European neighbours, France is a country still ruled by the box.

French industry trade body SELL states that €2.7 billion (£1.9bn) was generated by the country’s video game market last year, with €1.9 billion (£1.3bn) contributed by physical hardware, software and accessories alone.

Software made up the lion’s share of the total industry revenue, comprising 61 per cent – two-thirds of this from physical game sales. Meanwhile, hardware contributed 29 per cent. Accessories accounted for the remaining 10 per cent. Mobile apps only accounted for eight per cent.

Boxed games are especially popular, with more than a third (34 per cent) of French consumers buying physical products. This is higher than the the quarter (24 per cent) of UK consumers who prefer to buy boxed titles.

This preference for boxed games comes despite France having a smaller offering at retail – just 42 per cent of new games are launched at retail in France, compared with 46 per cent of releases in the UK.

According to the Q3 2014 GameTrack report from local industry bodies ISFE and Ipsos MediaCT, 91 per cent of French consumers aged six to 10, and 94 per cent of those aged 11 to 14, play games. This makes France a particularly fertile market for games – in contrast, just 70 per cent and three-quarters of UK children in the same two respective age brackets are gamers.

The most popular game type in France is online, with two-fifths of gamers playing such titles – twice the proportion of UK players who do so.

Territory Report: FranceFrance remains a region ruled by physical software, with a strong

consumer base for games. Matthew Jarvis examines the country’s love of the box

Population66,616,416

Capital CityParis

CurrencyEuro

13

INTERNATIONAL

Friday, August 7th 2015

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COME AND SEE THEFUTURE OF SIMULATION

HALL 2.1 AISLE A NO: 041

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IF you ever needed proof of the positive power of the digital revolution, then look no further than the adventure game.

Seven years ago, the point-and-click genre was dead. There were a handful of releases, but adventure games never really emerged from the ‘90s when they were at their most popular.

Then digital downloading started, give rising to the likes of Telltale, while the onset of crowd-funding breathed life into adventure game developers such as Double Fine and Revolution.

“What crucified the adventure game was the success of the PlayStation One,” says Charles Cecil, founder of Broken Sword creator Revolution.

“We were at the mercy of retailers, who decided what to stock and had limited slots. It was PlayStation games that they viewed as most likely to succeed, so it was these that were stocked.

“We were working with [publisher] Virgin, which was excited about Broken Sword on PC. But we wanted to

publish on PlayStation. Virgin wasn’t convinced, and Sony wasn’t enthusiastic, but eventually they agreed. The game got 9/10 scores in magazines and went on to sell 650,000 units, which was exceptional. So there was always demand for adventure games, but they just weren’t seen as being en vogue, so they stopped selling them.

“The great thing about digital is it’s driven by players rather than risk-averse retailers and publishers.”

Revolution is 25 this year, but Cecil says that it wouldn’t have made it this far if not for digital.

“Around 2007, the recoupment model wasn’t working. Publishers and retail were making millions and we were borrowing money to finish the game. It felt like there was no-where to go.

“Then Apple launched the iPhone, invited us to write games and promised to support them. I’m grateful to Apple – if that hadn’t happened, Revolution would not have survived.”

‘Adventure games never went away’Charles Cecil tells Christopher Dring why the recent resurgence in adventure games has nothing to do with renewed popularity

CHARLES CECIL INTERVIEW

15Friday, August 7th 2015

What killed the adventure game was the success of the PlayStation.

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PC’s Steam dream

Valve’s Steam Machines will finally hit retail later this year, bringing PC gaming to the living room. Matthew Jarvis asks hardware partners

Alienware, Falcon Northwest, Zotac, Webhallen and Materiel.net how they plan to tempt console players over to the platform

STEAM MACHINES INVESTIGATION

16 Friday, August 7th 2015

@ GAMESCOM SPECIAL INVESTIGATION

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The Beatles or The Rolling Stones. City or United. Mac or Windows. iOS or Android.

Culture has long been based around taking sides, but it seems that one such battle – that of PC or console – could soon end.

After months of anticipation and speculation, this November will see the first in Valve’s range of PC-cum-console Steam Machines hit retail shelves, alongside a Steam Controller designed to bring computer mouse-like control to the living room.

14 hardware vendors – from Alienware to Zotac – have partnered with Valve to produce small form-factor PCs designed to slot underneath a television and provide the graphical power of a

gaming PC with the ease-of-use of the consoles.

But will fans of PS4 and Xbox One even want to join the self-appointed ‘PC master race’?

“To begin with, the Steam Machines will be adopted by existing PC gamers,” suggests John Woodward, regional manager for Northern Europe and South Africa at Zotac. “However, we also see a trend of console gamers moving over to PC as they get more serious into their gaming – demanding better graphics performance or taking a competitive edge in eSports.

“The Steam Machines lower the barrier to entry for those console gamers looking to move over to the PC platform.”

STEAM MACHINES INVESTIGATION

17

Webhallen’s Nilsson (top) and Falcon Northwest’s Reeves (above)

Friday, August 7th 2015

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PLAYING CATCH-UPThe main challenge for the Steam Machines is that PS4 and Xbox One will have a two-year head-start by the time of their release – meaning many gamers will already have a shiny new box to play games on.

“Many users have been disappointed by PS4 and Xbox One,” retorts Stéphane Guyard, components and integration business unit manager at Materiel.net. “One of the advantages of the Steam Machines is that when they are launched, they will already be more powerful than consoles.”

Woodward agrees: “There is still a huge number of older-generation console gamers that are yet to make a decision with their next-gen purchase.”

Anton Nilsson, purchasing manager at Webhallen, notes that the inherent ability of the PC to be upgraded with new hardware and software will attract players across from the consoles in the long run: “For 2014, I don’t think we would have seen much of a performance difference, but down the road when PS4 and Xbox One are starting to get long in the tooth, a Steam Machine could certainly provide a more up-to-date experience.”

But Kelt Reeves, president of Falcon Northwest, sees consoles and PC as anything but competitors.

“I don’t see Steam Machines as an ‘either-or’ option to consoles –

who doesn’t own both a PC and a console by now?” he asks. “Both have their own title exclusives and reasons to be in the living room. A Steam Machine will offer a world of PC benefits, but also won’t handle my kids’ Disney Infinity figure collection. There are good reasons to have both of them.”

Brian Joyce, director of marketing for Alienware EMEA at Dell, echoes Reeves’ thoughts.

“With the Steam Machines, the Steam ecosystem is now more accessible than ever in a living room-type environment,” he states. “We see the Machines as a unique offering that will complement a gamer’s ecosystem and that can exist in addition to the current gaming hardware continuum.”

A BIGGER PC OF THE PIESteam boasts more than 125 million users – far more than both PlayStation Network and Xbox Live. Despite this, PC has remained maligned from the core games industry, with a limited showing at E3 and ports of console games that are often technically inferior.

But, with Valve’s clout and a measured approach, the Steam Machines could be the bridge into the mainstream PC has been looking for.

“The graphics performance, OS experience and controller are the USPs that will make or break the Steam Machines,” says Woodward. “I can certainly see why Valve haven’t rushed to

STEAM MACHINES INVESTIGATION

Alienware’s Joyce (top) and Zotac’s Woodward (above) don’t see the delay in the Steam Machines’ release as a cause for concern

18 Friday, August 7th 2015

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release something without getting it spot on.

“The partners must make sure price and form factor are right in order to make the Steam Machines as much of a success as they can be.”

Joyce concludes that the unique standpoint of the Steam Machines means their potential to unite PC and console, and reshape the industry, will remain a mystery until November – but he has high hopes.

“Because this is a new category, in many ways, Steam Machines are subject to the classic bell curve of technology adoption,” he explains. “With over 125 million Steam users, there is a significant amount of interest

and anticipation. The solution as a whole provides a unique overlap of ‘traditional’ gaming environments and, if anything, we see that as a reason to attract a broad spectrum of gamers – rather than a limited one.

“The Steam Machines can appeal to a variety of gamers. Given the foundation of SteamOS and the heritage that provides, there will be a natural extension for PC enthusiasts to try a new way to game. The simplicity and design of the system may also offer current non-enthusiasts an easy way to get involved.

“Ultimately, we expect the Steam Machines to broaden the appeal of PC gaming.”

STEAM MACHINES INVESTIGATION

Materiel.net’s Guyard believes that gamers disappointed with PS4 and Xbox One may buy the Steam Machines

19Friday, August 7th 2015

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How has the year been for Dovetail?Paul Jackson: Our focus has been on two things: firstly, to grow the number of brands we are developing and secondly to make those brands cross-platform.

We’ve historically been a PC company, but with the resurgence of interest in simulation games over recent years, we see a huge opportunity in bringing our games to a variety of platforms, utilising the latest technologies. We believe that this, along with the non-violent nature of simulations, will turn them

from niche entertainment into something that the whole family can enjoy.

Over the last 12 months we’ve grown rapidly from a small company developing and publishing a single PC product to a medium-sized one that is developing and publishing three different products, has designs on two more and is branching out to other formats. This has seen us increase our headcount by 60 per cent to over 130 – and we’re still hiring.

You’ve picked up some awards recently...Jackson: We recently won

the Medway Company of the Year and Workplace ofthe Year awards, as well as picking up the Kent Technology Company of theYear award. These awards help validate that we’re on the right path; they’re a yardstick amongst some incredible competition from all industries and a daily reminder of how far we have come.

How have you found the flight sim genre?Jon Rissik: Publishing Microsoft Flight Simulator X: Steam Edition hasenabled us to enter the

Simulations to storm the living roomIndustry veterans Paul Jackson and Jon Rissik tell MCV about their plans to bring Dovetail’s hit simulation games to the living room

Jon Rissik (left) and Paul Jackson (above) are moving its sim titles onto consoles

INTERVIEW DOVETAIL

22 Friday, August 7th 2015

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space at a very prestigious and well-established level. With that comes great responsibility and expectation from a largeglobal audience. The feedback we’ve received, along with the performanceof the product since it launched, suggest that we have done something right.

Our aim is to build the future of flight simulation and we hope that the experience we’re gaining with FSX: Steam Edition, and the relationships we are establishing with third-party content creators, will prove to be invaluable as we develop our own Dovetail Games-branded product.

And what about your move into fishing simulators..Rissik: We’ve had a very interesting experience with Dovetail Games Fishing. With the aim of creating the best fishing game ever, we built iton Unreal Engine 4 and released it on Steam Early Access to help us buildan audience of regular players giving us feedback. As well as attracting thousands of players and being well received, we’ve been able to use the feedback to hone the core feature set, such as the casting and reeling and the

fish AI system. We’re excited to be showing the game publicly at Gamescom and we’re confident the show willstart to generate strong awareness and demand in the run-up to the full launch.

You’ve been experimenting with VR. How’s that been?Rissik: We like VR a lot. We think it’s very well suited to enhancing the experiences that we deliver, so we’re keeping a close eye on where the technology

goes. We were really excited to be part of the Vive VR showcase at GDC this year, with Dovetail Games Fishing.

What’s your ultimate goal?Rissik: Our aim is to be the world’s No.1 simulation entertainment company. This means delivering deeply immersive, fun experiences allowing players to pursue their passions across multiple platforms. We believe the PC is the start rather than the end point for that. We are looking forward to breaking into the living room and taking simulation gaming to new audiences.

Dovetail can be found at Hall 2.1 Aisle A No: 041.

DOVETAIL INTERVIEW

23Friday, August 7th 2015

Our aim is to be the world’s No.1 sim company.

Jon Rissik, Dovetail

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THE automation high tide is back in gaming. Currently, there is a lot of collaboration going on with experts outside of the gaming industry, who are giving the games market a solid push towards new levels of success in automation.

Over the last year, we have been very busy doing exactly that. Hitting these new levels of success is well timed because there is a dramatic shift as more and more studios are going the agile route. They’ve made this shift to increase their efficiency and productivity and stretch their goals to target steeper milestones. We’re doing the same by experimenting with new methods and by bringing in automation gurus along with industry experts. THE RIGHT BLEND With their help we’re using blended teams to try different approaches and build strong connections. From in-game economies to backend frameworks, we’re testing various models and are happy to present uniquely successful strategies for

automation. We provide blended unique strategies for both the platform and the game level.

The skills that automation experts bring to gaming has yielded great results, and

that momentum won’t cease soon. With their expertise we’re able to create unique solutions in functional and workflow automation. Initially, the learning curve is steep and requires a lot of time to

master. But, this is a thorough way to build comprehensive, efficient and successful solutions that meet the needs and demands of our gaming studio clients. And we’ve made great progress on performance and load testing. This helps us confidently tackle launch day issues like server crashes and other major issues that have haunted the industry for over a decade.

By bringing in experts from the software quality engineering space we’re able to stay ahead of the curve when it comes to automation. Pole To Win designs a robust low risk model uniquely customised for each studio and platform.

What automation experts bring to gamesPole To Win QA director Kasturi Rangan explains how quality assurance and quality engineering can work together

POLE TO WIN INSIGHT

25Friday, August 7th 2015

We are using blended teams to build strong connections.

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Tell us about Exequo. We’re a premier localisation services provider for the games industry. We’ve been growing at a steady pace since 1998. Today, we’re an international reference in our field with offices and production sites in Paris, Berlin, Seattle, Tokyo and Taipei. We have a team of 60-plus localisation veterans, and hundreds of external collaborators.

What are the challenges facing the localisation space at the moment? Localisation evolves just as quickly as games themselves – you have the big guns on one side and the smaller indie developers bringing new gameplay on the other. The real challenge has remained the same for the past 15 years, really - know how to react and adapt to your client’s needs. Between an established publisher and a developer who has just wrapped up his Kickstarter campaign, the requirements may be entirely different, yet they all want the same level

of service and end quality for their respective games.

So how can we help them? Is it a matter of finding a technical solution to improve quality and streamline the process?

How can we optimise the costs associated with localisation? How do we ensure the client has access to the best resources available? What can we do to be there for the

client at all times? A lot of questions with sometimes complex answers. Exciting stuff for folks that like new challenges everyday like us.

What sets you apart from your competitors? The question really goes beyond what we localise to how we localise.

We have been investing time and resources to answer that question and one part of it is R&D. For example, we’ve been working on a program called Voice 4 Games, creating unique custom tools for voice recording. This initiative is by no means a one-shot – we have several similar projects in the works.

Exequo’s global expansion Business development and marketing manager for Exequo Gabriel Karandysovsky tells MCV @ Gamescom about the localisation firm

Localisation evolves just as quickly as games themselves.

INTERVIEW EXEQUO

26 Friday, August 7th 2015

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THURSDAY, NOVEMBER 12TH 2015ST MARY’S CHURCH, MARYLEBONE, LONDON

FOR MORE INFORMATION CONTACT CONOR TALLON ON 01992 535647 OR EMAIL [email protected]

The UK’s only interactive content marketplace is back

Funding

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howca

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www.interface.events

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Meet us at Gamescom, Hall 2.1, B-0105th–7th August 2015

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fanshop arena, table top

family & friends

entertainment area · entertainment area

event level · event level

business area · business area

VIDEO GAMES LIVE @ gamescom Hall 11.37.-8.8.2015: Einlass 18:30, Beginn 20:00 entrance 18:30, start 20:009.8.2015: Einlass 16:30, Beginn 18:00 entrance 16:30, start 18:00

WHO’S WHERE?There are a huge number of companies at this year’s show. MCV @ Gamescom has compiled a guide on where to find everyone this year

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EXHIBITOR GUIDE

10Tons Ltd. 3.2 A015g2Awesome Studio 3.2 B010g/C011g4-Real Intermedia GmbH 2.1 C030g5d lab GmbH 3.2 B020g/C021g6waves Limited 2.2 D025gAbbey Games B.V. 2.2 A086Abrakam SA 3.2 D010gAcronis Germany GmbH 2.1 A015gActivision Blizzard GmbH 4.1 B010Ad2games GmbH 2.2 D080Adcash OÜ 2.2 D012Adia Entertainment Ltd. 2.1 D016gadmitad GmbH 2.1 D052Adobe Systems GmbH 2.1 A015gAdvanced Micro Devices Gmbh AMD GmbH 2.2 B010aAdyen B.V. 2.2 D041

COMPANY HALL BOOTH NO.

Aeria Games Europe GmbH 2.2 C050 Aerosoft GmbH 2.1 C030gAESVI 3.2 A036gAfeel 3.2 D031a/C030aAktronic Software & Service GmbH 2.1 B015/C016Akamai 4.2 C020aAlienware Corp. 2.2 B071/A070Allbrary 3.2 D021bAlpha Studois Software 3.2 B010g/C011gAltagram GmbH 2.2 B020g/C021gAmiqus Limited 3.2 D011g/C010gAmplitude Studios 2.1 A014AMS Neue Medien GmbH 2.1 A015gAnthony Stark Merchandising GmbH 2.1 D035aAnuman Interactive SA 3.2 C024/C024a Apelab sàrl 3.2 D035g/C034g

COMPANY HALL BOOTH NO.

Friday, August 7th 2015

DON’T FORGET!

THE layout of this year’s show is a bit diff erent as the business areas have moved from Halls 4 and 5 to Halls 2, 3 and 4. You can fi nd the maps for these halls on the below pages: Page 30, 31.....................................Hall 2.1 and 2.2Page 36, 37.....................................................Hall 3.2Page 40................................................................Hall 4.1 Page 42..............................................................Hall 4.2

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HALL 2.1

Friday, August 7th 2015

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HALL 2.2

Friday, August 7th 2015

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App Annie Europe Ltd. 2.1 A040AppLift GmbH 2.2 D080Ar-Fer arte ferro s.r.l. 2.1 C043Areson Technology Corp. 3.2 B039gKonsulat der Republik Argentinien 3.2 D014Artefacts Studio 3.2 D021dArtik Games 3.2 D014gApplication Systems Heidelberg Software GmbH 3.2 B020g/C021gAstragon Entertainment GmbH 2.1 B030Ateo GmbH 3.2 D035g/C034gAvanquest Deutschland GmbH 2.1 A013Bad Jokes Studio Srls 3.2 A036gBad Seed SRL 3.2 A036gBadland Games SL 3.2 B037gBallistix - Micron Consumer Products Group 2.1 B033Bandai Namco Entertainment Germany GmbH .2 B020/C021Be2Bill Rentabiliweb Europe 2.2 D033Bee7000 Limited 2.1 D055Beijing Municipal Commission of Commerce 3.2 D043g/C042gBeijing Pixel Software Technology Joint-Stock Co., Ltd. 2.1 A045gBeiten Burkhardt Rechtsanwaltgesellschaft mbH 2.2 B008Beta Service GmbH 2.2 D013Bethesda Zenimax Germany GmbH 2.2 C041/B040Bigkazan Dyun Satis VE Dazarlama A.S. 3.2 D043g/B040gBigpoint GmbH 2.1 B041/C040BitHuffel (sole proprietorhip) 3.2 B010g/C011gBIU 2.1 A010/B013/C014Black Forest Games GmbH 3.2 B020g/C021gBlazin Griffin 3.2 D011g/C010gBlindflug Studios AG 3.2 D035g/C034gBlitWorks, S.L. 3.2 B037gBoaCompra UOL 2.1 A032Boku, Inc. 2.1 C010BoosterMedia BV 3.2 B010g/C011gBoyaa Interactive 3.2 D043g/C042gBraun Handels GmbH 2.1 A015gBritish Embassy Germany 3.2 D011g/C010gLaboratories Bug-Tracker Inc. 3.2 B036g/C041gBusan IT Industry Promotion Agency 3.2 D031a/C030aBusch Entertainment Media GmbH 3.2 D030Busidol 3.2 D031a/C030aBusiness France 3.2 C026/D023/C022BVBA Sileni Studios 3.2 D010g

COMPANY HALL BOOTH NO. COMPANY HALL BOOTH NO.

Friday, August 7th 2015

Canadian Consulate Munich 3.2 B036gC041gCarrot 3.2 D031a/C030a Caseking GmbH 2.1 D015 Cash Payment Solutions GmbH 2.2 B020g/C021gCCP hf 2.1 A015gCharacter Publishing & Localization Ltd c/o Kontoret 3.2 A015gCharlie Oscar Lima Tango Interactive Entertainment UAB 2.2 A088Chengdu B-Ray Dreamwork Net Info. Co.,Ltd. 3.2 D043g/C042gCI Games S.A. 2.2 A050CLD Distribution NV 2.1 B034Click Entertainment Ltd 2.1 B010Cliffhanger Productions 3.2 D032aClockstone Softwareentwicklung GmbH 3.2 D032aCloud Imperium Games UK Ltd. 2.2 D082Codeswholesale.com (Gamedia) 2.1 A011

Computec Media GmbH 2.2 B008Corsair 2.2 B010aCosmocover SARL 2.2 D072Cowana GmbH 2.2 C031g/B030gCrazy Monkey Studios bvba 3.2 D010gCreative Distribution Ltd. Reef Entertainment Ltd. 2.1 D013Croatian Chamber of Economy 3.2 A013Crobo GmbH 2.2 C030Crytek GmbH 2.2 D061/C060CtrlMovie AG 3.2 D035g/C034gCubic Motion Ltd 3.2 D011g/C010gCurse, Inc. 2.2 A042Cursor Oy/Playa 3.2 A015gCurve Digital 3.2 D011g/C010gCyberith GmbH 2.1 D050CyberLink Corp. 3.2 B039gDAE Studios NV 3.2 D010gDaedalic Entertainment GmbH 2.1 C030gDaegu Digital Industry Promotion Agency 3.2 D031a/C030aDailymotion 2.2 B010aDaniel Kondermann 3.2 B020g/C021gDaoPay GmbH 3.2 D032aDatascope Recruitment Ltd 3.2 D011g/C010gDataspelbrancshen 3.2 A015gDau-up 2.2 A043Deck13 Interactive GmbH 2.1 C030gDeep Silver 4.2 A040/B041

CLICKHALL 2.1BOOTH N0. B-010

Click Entertainment is a leading worldwide distributor of video games, consoles and accessories. Founded in 2009, we have rapidly grown year-on-year, and have been an MCV Award finalist in 2013, 2014 and 2015. We hold over 300,000 pieces in stock at all times and cover all major manufacturers and publishers. We are always looking for new partners – suppliers and customers. Please contact us to arrange a meeting, or visit our booth.

Wholesaler and distributor of video games, consoles and accessories

CODEWHOLESALEHALL 2.1BOOTH N0. A011

Do you sell games? You should automate your sales and purchases. With us, you don’t have to waste your time searching for distributors and wholesale customers. You can find all you need on CodesWholesale.com. It doesn’t matter whether you are a publisher, a wholesaler or an online store. We will make trading a simple pleasure for you. Sell and buy game keys and prepaid cards in a much easier way. 24/7. Come to our stand and ask us how to get to a higher level of sales.

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EXHIBITOR GUIDE

Delasocial GmbH 2.1 A015gdeltaDNA 3.2 D011g/C010gDigital River UK Ltd. 2.1 D040The Walt Disney Company GmbH 2.1 A015gDOGED (Digital Game Developers Association) 3.2 D043g/B040gDovetail Games 2.1 A041

Drinkbox Studios Inc. 3.2 B036g/C041gDryadgames.Co. 3.2 D031a/C030aDutch Games Association 3.2 B010/C011Easars Digital GmbH 2.1 B055geco Verband der deutschen Internetwirtschaft e.V. 2.1 C030gEdge Case Games, Ltd. 3.2 D011g/C010gEA GmbH 4.1 A010/A010a/A010dElektraglide Ltd 3.2 D011g/C010gElgato Systems GmbH 3.2 A010g/B011gEnarxis Dynamic Media Limited 2.1 C011EntryMedia Sp z.o.o. SK 2.1 A012Epay (transact Elektronische Zahlungssysteme GmbH) 2.2 D051aEpicGear 2.2 B010aESET Deutschland GmbH 2.1 A015gEtter Studio 3.2 D035g/C034gEuropean Games Group AG 3.2 A010g/B011gEuroVideo Medien GmbH 2.1 B040EVGA 4.2 C020aExiin 3.2 D010g

COMPANY HALL BOOTH NO.Exit Games GmbH 3.2 A030g/B031gExperimental Game GmbH 2.2 B020g/C021gEZ Games Distribution, Inc. 2.1 C051F+F Distribution and Publishing GmbH 3.2 A010g/B011g

Fabulous Clan Brand Hohhot Songtop Culture Media 3.2 D043g/C042gFat Pebble Ltd 3.2 D011g/C010gFirst Wise Media GmbH 2.2 B071/A070Fishing Cactus 3.2 D010gFix Games 3.2 D031a/C030aFlaregames GmbH 2.1 C030gFlashpoint AG 4.2 B030/C031/C031xFlazm Interactive Entertainment UAB 2.2 A088gFocus Home Interactive 3.2 D023gFocus Multimedia Ltd (Bundle Stars) 3.2 D011g/C010gFoofa Studios s.n.c. 3.2 A036gForge Reply SRL 3.2 A036gForgame International Co., Ltd. 3.2 B039gFortumo Limited 2.2 D009Franzis Verlag GmbH 2.1 A015gFreaks4U Gaming 2.2 B010aFrigatebird Co., Ltd. 3.2 D031a/C030aFrontier Developments plc 2.2 C031g/B030gFunship Entertainment Ltd 3.2 D043g/C042gFyber GmbH 2.2 D006G2A.com Limited 2.1 A030G4M3 STUDIOS 3.2 B037gGaijun Network Ltd. 2.2 B071/A070GAME (Bundesverband der deutschen Games-Branche) 2.1 C030 C030gGame Outlet Europe AB 2.1 A043Game-Hosting GH AB 3.2 A015gGameberry Inc. 3.2 D031a/C030aGameForge 4D GmbH 2.1 C014g/B013gGameGenetics GmbH 2.2 B020g/C021gGamemag Interactive Inc. 3.2 B039gGamepires (Pandora Studio d.o.o.) 3.2 A013gGamer Network Limited 2.1 A021GameRefinery Ltd. 3.2 A015gGames Academy GmbH 2.2 B020g/C021gGames Bavaria Werk1.Bayern GmbH 3.2 A010/B011Games Capital Berlin-Brandeburg 2.2 B020g/C021gGameSessions 3.2 D011g/C010gGamesparks technologies Ltd. 3.2 D011g/C010gGamespipe GmbH 3.2 A030g/B031g

COMPANY HALL BOOTH NO.

Friday, August 7th 2015

FACEBOOK

Facebook works with console, PC, social and mobile game developers and publishers worldwide to help them get the most out of their Facebook and Instagram activities. Whether they’re collaborating on cross–channel media plans, running creative workshops or simply helping to promote a trailer, the team is focused on assisting publishers with delivering their messages to the 445 million people playing games that are connected with Facebook every month.

EXEQUO

Exequo is a multilingual localisation services provider for the games industry. We have contributed to the success of more than 1,800 titles, including Mass Effect, Halo, Batman and LEGO games. With offices and production sites in Paris, Berlin, Seattle, Tokyo and Taipei, we support up to 30 languages. Whether you need translation, voice recording, or localisation testing, we can provide proven services. Want to meet us? We will come to you. If you’d like to learn more, please get in touch with Gabriel at [email protected]/+33 695484283 or Irene at [email protected]/+49 17699837049.

DOVETAILHALL 2.1BOOTH N0. A041

Dovetail Games is a multi award-winning publisher and developer of a range of simulation games. Based in Chatham, Kent, Dovetail was established in 2009 and has since created the Train Simulator series, published Microsoft’s Flight Simulator X: Steam Edition and is currently developing Dovetail Games Fishing, which will launch later in 2015. The team at Dovetail is also working on the development of a brand new flight simulation product for 2016.

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GameUS Inc. 3.2 D031a/C030aGamewave Group 3.2 D041g/C040gGamigo Advertising GmbH 3.2 A030g/B031gGamious B.V. 3.2 B010g/C011gGarlic Games Media UG 3.2 A032gGaya Entertainment GmbH 4.2 C010Gbanga Millform AG 3.2 D035g/C034gGeneva School of Art and Design (HEAD - Genève) 3.2 D035g/C034gGIGA Digital AG 2.2 C031g/B030gGL Events Fuarcilik A.S 3.2 D043g/B040gGlobal Collect Services B.V. 2.1 A044GlobalStep LLC 3.2 D011g/C010gGOG LTD 2.2 A090Golden Child 3.2 D031a/C030aGood Team Studio 3.2 D043g/C042gGoodgame Studios 2.1 C014g/B013gGoogle Inc. 4.2 C040Gothia Innovation AB 2.1 C015Green Man Gaming Ltd. 3.2 D011g/C010gGreener Grass Ltd. 3.2 A015gGrey Box 2.2 A045 GSTAR Organization Committee 2.1 A040Guillemot GmbH 2.2 C031g/B030gGyeonggi Content Agency 3.2 D031a/C030aH2 Interactive Co., Ltd. 3.2 D031a/C030aHamburg@work GFM mbh gamecity: Hamburg 3.2 A020/A030/B031Harbin Polarlights Culture Communication Co.,Ltd 3.2 D043g/C042gHaunted Tie 3.2 D010gHeadup Games GmbH & Co. KG 2.1 C030gHidden Armada 3.2 D011g/C010gHiPay 2.2 D031Hitbox 2.2 B010aHori (UK) Limited 2.2 A080Hoshin Gigamedia Center 3.2 B039gHTC Germany GmbH 4.2 C042/C042aHyperX 2.2 B010aIce 3.2 A036Iceberg Interactive BV 3.2 B010g/C011gIco Partners Ltd 3.2 D011g/C010gIconpeak - Fibermobi PMS GmbH 2.2 D015Idiocracy, inc 3.2 D031a/C030aiFunFactory Inc. 3.2 D031a/C030aiLogos Europe UG 2.2 D021Image & Form Ltd. 3.2 A015gImc Information Multimedia Communication AG 2.2 D017IME - Interactive Media & Entertainment GmbH 3.2 A030g/B031gImperia Mobile 2.1 D029Imperia Online Ltd 2.1 D029Incomm Europe 2.1 B022Indiegala s.r.l. 2.2 D023InMobi Pte Ltd 2.2 C042Inner Mongolia Jangar Cultural Communications Limited 3.2 D043g/C042gInnoGames GmbH 3.2 A030g/B031ginSocial Media GmbH 3.2 A030g/B031gIntercorona d.o.o. 3.2 A013gInternational Business Media Pte.Ltd 2.2 B010/B023 International Game Developers Association (IGDA) 2.1 D023InternetQ 2.2 D011Iran National Foundation of Computer Games 3.2 D037/C036Ironward Iron Ward j.d.o.o. 3.2 A013gitreeworks 3.2 D031a/C030a

COMPANY HALL BOOTH NO.Jeonbuk Digital Industry Agency 3.2 D031a/C030aJietronics Technology Ltd. 2.1 D036gJSC Games Co., Ltd. 3.2 D031a/C030aJujubee S.A. 2.1 D036aK3 Kultur- und Kreativwirtschaftsbüro Stadt Karlsruhe 3.2 B020g/C021gKalypso Media Group GmbH 2.1 C013/D014Kenshoo 2.1 C050Kimia Solutions, S.L. 3.2 B037gKingstill International Software Services Ltd (Kiss Ltd.) 3.2 D011g/C010gKinguin.net 2.2 D070KKBOX Technologies Limited 3.2 B039gKoelnmesse, Inc 2.2 A047/B051/B041Koelnmesse, Inc 3.2 C041/B036Kokonut Studio S. de R.L. de C.V. 3.2 B033gKonami Digital Entertainment B.V. 4.2 A010/B011Koolhaus Games Inc. 3.2 B036g/C041gKorea Creative Content Agency 3.2 D031a/C030aKorea Pavillion 3.2 C030/C032/D031Kount Inc. 2.1 D025L&K Logic Korea Co., Ltd. 3.2 D031a/C030aLa Marque Rose 3.2 D021gLab42 Ltd 3.2 D011g/C010gLager Network Technologies INC. 3.2 B039gLatis Global Communications, Inc. 3.2 D031a/C030aLatitude 22 LTD 2.1 A016GameJam LTD (dba Lazy Bear Games) 2.2 A088gLeap Leaf Interactive Ltd. 3.2 B039gLeaseWeb 3.2 B010g/C011gLevel 3 Communications GmbH 2.1 C030gLevel9 Inc. 3.2 D031a/C030aLink Distribution (UK) Ltd 2.1 C023/D024Lionbridge Technologies Inc. 2.1 C053LKA.it di Luca Dalco 3.2 A036gLocalizeDirect Ltd 3.2 D011g/C010gLogitech GmbH 2.1 A015gLudomotion VOF 3.2 B010g/C011gM.I.T. Media Info Transfer GmbH/ payxpert 3.2 A030g/B031gMad Catz GmbH 2.2 C031g/B030gMagix GmbH 2.2 B020g/C021gMarchsreiter Communications GmbH 2.1 C030gMarketpoint GmbH 2.1 A015/B016Marmalade Technologies Ltd 3.2 D011g/C010gMasangsoft, Inc. 3.2 D033a/C032aMastertronic Group Ltd 3.2 D011g/C010gMBG International Premium Brands GmbH 8.1 B011/C010MCV 2.2 D008 Media.net berlinbrandenburg e.V. 2.2 C021/B020Medialounge GmbH 2.2 B030a/C031/B030Mediatonic Ltd. 3.2 D011g/C010gMediencluster NRW GmbH 3.2 B030/C031Medion AG/LifeXpress 2.1 D059Mental Moustache Oy 3.2 A015gMFG Innovationsagentur Medien- und Kreativwirtschaft 3.2 B020/C021Mgame Corporation 3.2 D033a/C032aMh Soft 3.2 D033a/C032aMht Game Co Ltd 3.2 D043g/C042gMianYang Wudao Digital Technology Co.,Ltd. 3.2 D043g/C042gMichael Hartinger 3.2 D032aMicrosoft 4.2 A021/A031/B031Mindfield Games 3.2 A015gMionix AB 2.2 B010a

COMPANY HALL BOOTH NO.

Friday, August 7th 2015

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HALL 3.2

Friday, August 7th 2015

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EXHIBITOR GUIDE

Friday, August 7th 2015

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EXHIBITOR GUIDE

Mixamo, Inc 2.2 D035MixedBag Srl 3.2 A036gMoazio 3.2 D033a/C032aMobileBits GmbH 3.2 A032gMobUpps 2.1 D034Mode4 3.2 D010gMoGi SA 2.2 A084Mokylin Group 3.2 D043g/C042gMonogon BV 3.2 B010g/C011gMonster Smile Inc. 3.2 D033a/C032aMoregeek Entertainment, Inc. 3.2 B039gMothership-free2play Agency GmbH 2.2 B020g/C021gMotiga, Inc. 2.2 D074Mr. Whale’s Game Service 3.2 D035g/C034gmSeed Co., Ltd. 3.2 D033a/C032aN-Dream AG 3.2 D035g/C034gN3Game inc. 3.2 D033a/C032aN3XT Technology GmbH 2.2 B020g/C021gNadiaSoft Inc. 3.2 D033a/C032aNative Prime 3.2 D021fNBG EDV Handels- und Verlags GmbH 2.1 A015gnDreams Ltd. 3.2 D011g/C010gNeo Legend SARL 2.1 D021NeocoreGames 2.1 D011Neodau GmbH & Co. KG 2.2 C031g/B030gNeogames Finland Association Nordic Pavillion 3.2 A015gNero AG 2.1 A015gNetEase (Hangzhou) Co., Ltd. 2.1 D049Netsize, a Gemalto Company AB 2.1 A015gNeurodigital Technologies SL 3.2 B037gNew Planet Group Distribution GmbH 2.1 B032NGD Studios S.A. 3.2 D014gNgelgames Co., Ltd. 3.2 D033a/C032aNineis 3.2 D033a/C032aNintendo of Europe GmbH 4.2 A050/A051Nordic Game Institute (NGI) 3.2 A015Nordic Game Supply GmbH 2.1 A015gNordic Games GmbH 2.1 B040Nordmedia 3.2 A032Northern Ireland Screen 3.2 D011g/C010gNovobox France 3.2 D021jProficient City Ltd. 2.1 C041NVIDIA GmbH 4.2 C020aNXP Semiconductors Germany GmbH 3.2 A020g/B021gOasis Games Limited 2.1 D018gOculus VR Inc. 2.2 A060/B061Odtü Teknokent Yönetim A.S. 3.2 C043/B040Okam Studio 3.2 D014gOkta, UAB 2.1 D037Old Skull Games 3.2 D021cOmnyex E Commerce DMCC 2.1 B053Onebip 2.1 B051Online Fussballmanager GmbH 2.2 C031g/B030gOntario International Marketing Centre 3.2 B036g/C041gOPM Response Ltd 3.2 D011g/C010gOpqam 3.2 D014gOverwolf Ltd. 2.2 B010aOysterWorld Ltd. 3.2 D011g/C010gPackagemedia ild 3.2 A015gPagBrasil Pagamentos Electrónicos Ltda. 2.2 D029Paladin Studios 3.2 B010g/C011g

COMPANY HALL BOOTH NO.PaybyMe, Klon Ödeme ve Iletisim Tek. A.S 3.2 D043g/B040gPaymentwall, Inc. 2.2 A020Paysafecard.com Wertkarten GmbH 2.2 C013Perfect World Co. Ltd. 3.2 D041g/C040gPerfect World Europe B.V. 2.2 B010aPersona.ly Ltd. 2.1 A036Pinewood Games 3.2 D011g/C010gPipette Inc. S.P.R.L 3.2 D010gPlanetlan GmbH 2.1 C030gPlay 3arabi LLC 2.1 C030gPlayFab Inc 3.2 D011g/C010gPlayfull Oasis (einfache Gesellschaft) 3.2 D035g/C034gPlug In Digital 3.2 D021iPlusServer AG 2.2 D060Pole To Win Glasgow Europe 3.2 D011g/C010g

Polk Audio Sound United 2.2 D004PreviewLabs bvba 3.2 D010gProducentforeningen 3.2 A015gProdusentforeningen Norway 3.2 A015gPromexico 3.2 B033Public enterprise Invest in Lithuania 2.2 A088gPurplebeard Ltd 3.2 D011g/C010gPuttoEntertainment Co., Ltd., 3.2 D033a/C032aPyralis SPRL 3.2 D010gQB9 S.A. 3.2 D014gQlab 3.2 D033a/C032aQuantumfrog GmbH 3.2 A032gRam Rom Games S.L. 2.1 D010Rarebyte OG 3.2 D032aRaw Fury Ltd. 3.2 A015gRazer (Europe) GmbH 4.2 C020aRed Meat Games Inc. 3.2 B036g/C041gReignBros Ltd. 3.2 A015gRemote Control Productions GmbH 2.1 C030gRevolution Software Ltd. 3.2 D011g/C010gRimlight Studios srl 3.2 A036gRipstone Ltd. 3.2 D011g/C010gRobo Pixel Games Ltd 3.2 D011g/C010gRoccat GmbH 2.2 A075/B071/A070Rondomedia Marketing & Vertriebs GmbH 2.1 B030SAD GmbH 2.1 C030g

COMPANY HALL BOOTH NO.

Friday, August 7th 2015

POLE TO WINHALL 3.2BOOTH N0. D011G/C010G

Since 1994, Pole To Win has modernised with the ever-changing technology market. Supported by a talented workforce of over 4,000 innovators, we are a global leader in product lifecycle support. Our inclusive approach to support revolves around: QA, Quality Engineering and Automation, Customer Experience, Localisation and Translation. Our 23 studios globally span the US, UK, India, Singapore, Korea, China and Japan. Our team has established us as the number one provider of services offering flexible solutions that deliver unmatched results in a timely and cost-effective manner.

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EXCLUSIVE PREORDER AVAILABLE WITH: LEGENDARY PIKES PEAK PACK

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Sébastien Loeb Rally EVO © 2015 Published and Developed by Milestone S.r.l. All rights reserved. All manufacturers, accessory suppliers, names, tracks, sponsors, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners

PROVISIONAL

SEBASTIENLOEBRALLYEVO.COM#SEBASTIENLOEBRALLYEVO

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HALL 4.1

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EXHIBITOR GUIDE

Friday, August 7th 2015

SafeCharge Technologies LTD 2.2 C020 Sandbox Interactive GmbH 2.2 B020g/C021gSassyBot Studio 3.2 B010g/C011gSaturn Techno-Electro Handelsges. mbH F3 D020Seasun Holdings Ltd 2.1 D022gSega Europe 4.2 A040/B041Senscape S.R.L. 3.2 D014gSeoul Business Agency 3.2 D033a/C032aSepteni Europe Noriyuki Suenaga 2.2 D007Serienjunkies GmbH & Co. KG 2.2 C031g/B030gSerious Games Solutions GmbH 2.2 B020g/C021gSeti Media 3.2 D043g/B040gSevenGames Network GmbH 2.2 C050Shanda Games Limited 3.2 D041g/C040gShanghai Greenshore Network Technology Co., Ltd. 3.2 D041g/C040gShanghai The9 Information Technology Co., Ltd. 3.2 D041g/C040gShanghai Uzone Network Technology Co., Ltd. 3.2 D041g/C040gShanxi Bough Animation Company 3.2 D043g/C042gShanxi sunshine three pole technology company 3.2 D043g/C042gShenzhen New Lemon Science&Technology Co., LTD 3.2 D043g/C042gShenzhen Soulgame Technologies Co., Ltd 3.2 D043g/C042gShenZhen The Seventh Road Technology Co., Ltd. 3.2 D043g/C042gSkrill Services GmbH 2.1 D019Smartions AG 2.2 B020g/C021gSmilegate Europe GmbH 2.2 B020g/C021gSmilegate Holdings 2.1 A039SNSPlus Inc. 3.2 A038gSoedesco B.V. 3.2 B010g/C011gSofort GmbH 2.2 A071Softon Entertainment 3.2 D033a/C032aSold Out Sales and Marketing Limited 3.2 D011g/C010gSony Computer Entertainment Deutschland GmbH 4.2 A041Soulpix 3.2 A032gSpain ICEX Spain Trade and Investment 3.2 B037Sparpweed VOF 3.2 B010g/C011gSpeelbaars VOF 3.2 B010g/C011gSplit Polygon 3.2 B010g/C011gSproing Interactive Media GmbH 3.2 D032aStartups.be 3.2 D010Steel Media Ltd 3.2 D011g/C010gSteelSeries ApS 2.2 B010aStillfront Group / DOG Bytro, Coldwood 3.2 A015gStompy Bot Productions, inc. 3.2 B036g/C041gStreamline Media Group, Inc. 2.2 B023aStudio DOMA 3.2 D033a/C032aStudio Evil S.R.L. 3.2 A036gSunset International BV (Bioworld Europe) 2.2 D050Supersonic Inc. 2.2 B012SwissGames - Pro Helvetia 3.2 D035/C034Swrve Inc 2.2 C040Synthesis Deutschland GmbH 3.2 A020g/B021gTag Games Limited 3.2 D011g/C010gTAITRA (Taiwan External Trade Development Council) 3.2 A038/B039Take-Two Interactive GmbH 4.2 A020/B021Takeoff 3.2 D021eTaleworlds Entertainment LTD 3.2 D043g/B040gTapjoy Limited 2.1 B020Target Media Ltd 3.2 D011g/C010gTaylor Wessing Partnerschaftsgesellschaft mbB 3.2 A030g/B031gTaipei Computer Association 3.2 A038gTeam 17 Digital Ltd. 2.1 D035

COMPANY HALL BOOTH NO.TeamSpeak Systems GmbH 3.2 A010g/B011gTechland Sp z o.o. 2.2 D076Tecmo Koei Europe Ltd. 4.2 A040/B041TEGAsoft 3.2 D033a/C032aTexyon Games S.L. 3.2 B037gThe Farm 51 Group SA 2.1 A042The Sidekicks 3.2 D021hTilmann Hars & Georg Hobmeier Causa Creations GbR 3.2 B020g/C021gTimecity 2.1 D027Tingly Games B.V. 3.2 B010g/C011gTiny Bull Studios s.r.l. 3.2 A036gTivola Publishing GmbH 3.2 A020g/B021gTobii Technology AB 2.1 D032toorock 3.2 D033a/C032aTourmaline 3.2 D035g/C034gTower Offense 3.2 D035g/C034gToy’s Myth Inc. 3.2 D033a/C032aTravian Games GmbH 3.2 A010g/B011gTripeaks 3.2 D033a/C032aTritonesoft Inc. 3.2 D033a/C032aTS Information Technology Ltd 3.2 D011g/C010gTU Dortmund TUNE, Inc. 2.2 A047a Turtle Beach UK 2.1 A015gTwin Tech 3.2 D033a/C032aUbisoft GmbH 4.2 C051UKIE 3.2 D011g/D012/C010g Umbra Software Oy 2.1 D033Unalis Tech Co., Ltd. 3.2 A038gUNAmedia di Benegiamo Daniele 3.2 A036gUnity Technologies ApS 2.2 B031/A030Universally Speaking Ltd 3.2 D011g/C010gEpic Games Inc. 2.2 B051aUntref Media 3.2 D014gUpjers GmbH 2.1 C014g/B013gUzBrainNet Inc. 3.2 D033a/C032aVae Victis SRL 3.2 A036gVelia.net Internetdienste GmbH 2.2 B020g/C021gVerein FH Technikum Wien 3.2 D032aVersus Evil LLC 2.2 B041gVertigo Games B.V. 3.2 B010g/C011gVinyl Lab 3.2 D033a/C032aVirtualni koncepti d.o.o. 3.2 A013gVivid Games S.A. 2.2 D084Vivoxie S. de R.L. de C.V. 3.2 B033gWald (Shenzhen) Technology Incorporate 3.2 D043g/C042gWargaming Europe S.A.S 2.2 D071/C070Warner Bros 4.2 B040/C041Warning Up 3.2 D021aWeb Media Publishing AG 2.2 C031g/B030gWebZen Inc. 3.2 D033a/C032aWeGames Corporation 3.2 A038gWerkmeister & Company 2.2 C031g/B030gWest Coast Software Limited 3.2 D011g/C010gWhite Laser Games SA 3.2 D010gWing Racers Sportgames GmbH 2.2 C031g/B030gWinking Tree Entertainment Corporation 3.2 A038gWipl Games Inc. 3.2 D033a/C032aWirecard Technologies GmbH 2.1 D017Wired Productions 3.2 D011g/C010gWirtschaftskammer Österreich 3.2 D032Wispfire VOF 3.2 B010g/C011g

COMPANY HALL BOOTH NO.

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42

EXHIBITOR GUIDE

HALL 4.2

Friday, August 7th 2015

Wolff Interactive GmbH 3.2 A032gWoobi (registered “Social Tokens Ltd.) 2.1 B037Wooga GmbH 2.1 C014g/B013gXform v.o.f. 3.2 B010g/C011gXMG Schenker Technologies GmbH 2.1 B033XPEC Entertainment Inc. 3.2 A038g

COMPANY HALL BOOTH NO.

Xsolla Inc. 2.2 A040gYoucanstar 3.2 D033a/C032aZeroweb 3.2 D033a/C032aZoink Ltd 3.2 A015gZotac International (MCO) Ltd. 2.2 B010aZurich University of the Arts 3.2 D035g/C034g

COMPANY HALL BOOTH NO.

Page 43: GCD Daily Day 3
Page 44: GCD Daily Day 3

AT the end of last year, Dovetail Games brought Microsoft Flight Simulator X (FSX) - the smash-hit flight sim that first demoed back in 2006 – to Steam.

The Steam release, which combines the Deluxe Edition of the game with its Acceleration Expansion pack in one bundle, has already been a smash hit on the PC platform, with over 200,000 downloads.

FSX is famous for the many third-party developers that have built add-ons for it, and Dovetail has been busy trying to get these creators to come to Steam, too.

Dovetail signed a licensing deal with Microsoft to obtain not just the rights to the game, but also the technology. This means Dovetail can build its own flight simulation

title based on the FSX engine, and it is already hard at work doing so - with hopes to launch something in 2016.

“We always had big ambitions to enter the flight sim sector,” said Dovetail GM Jon Rissik. “Publishing FSX: Steam Edition has enabled us to enter the space at a very prestigious and well-established level. The feedback from the community, along with the performance of the product, suggests we have done something right.

“We aim to build the future of flight simulation, and hope the experience we’re gaining with FSX and the relationships we are establishing with third-party content creators will prove invaluable in the longer term, as we develop our own Dovetail Games-branded product.”

Microsoft Flight Simulator X: Steam EditionThe legendary flight simulator came to Steam last year. MCV @ Gamescom takes a look at the franchise and what comes next

Dovetail has licensed FSX’s technology – meaning it can build its own flight sim on the engine

PREVIEW MICROSOFT FLIGHT SIMULATOR X

44 Friday, August 7th 2015

Page 45: GCD Daily Day 3

FALLOUT 4 PREVIEW

RIGHT now there isn’t a game generating more buzz than Fallout 4.

It’s a fact; Facebook this week revealed that it is the most talked-about game on its social network since its full reveal at E3 in June. The special edition - featuring a fully working Pip-Boy (an accessory from the game) - has already sold out.

With the game arriving November 10th, Bethesda has taken to Gamescom to give gamers a taste of what to expect. After a humorous video explaining the benefits of the ‘strength’ special ability - one of the many customisable options in the game - attendees were shown an intense gameplay demo set in a large town overrun by ghouls.

Franchise fans will immediately recognise the visual style, with run-down buildings and a lot of mess left behind by the apocalypse. The open settlement is massive, containing multiple buildings and areas to explore.

It’s certainly a Fallout game; the way the world looks, the combat system and even

the lock-picking mini-game will be familiar to fans. But there are key differences, too.

The abilities of the dog companion, for instance, with the pet able to attack enemies, fetch items and act as a distraction. Also new is the fully voice-acted lead character, while combat seems to be faster and more visceral.

After introducing some of the game’s enemies - plus an array of weapons, from lasers and guns to bats with nails in them - an in-game set piece occurred. A gunfight between rebels and the Brotherhood of Steel kicked off – the player immediately began to fight alongside the Brotherhood. After scaling a building, they captured a mini-nuke. This proved to be a vital and timely find, because it was then that a huge Behemoth emerged, causing havoc amongst the two warring factions. The lead character fired the nuke at the gigantic enemy, bringing the demo to a close.

The end of the world has rarely been so fun.

Fallout 4One of the biggest games of the year comes to Gamescom with a new combat-heavy demonstration. MCV @ Gamescom checks it out

45Friday, August 7th 2015

Fallout 4’s combat is more fluid and visceral than Fallout 3

Page 46: GCD Daily Day 3

EVERYONE knows that Halo 5: Guardians is going to be Xbox’s biggest game in 2015.

The series has always sold well but, far from resting on the franchise’s incredible history, developer 343 is going over-the-top to ensure Halo 5 delivers on the spectacle.

Guardians is going to be the biggest Halo to date, with the largest cast of characters from any game in the series.

The campaign splits its time between two protagonists. The first is series staple Master Chief, with the second a newcomer called Spartan Locke, who first appeared in the online TV show Halo Nightfall. Each protagonist has their own squad. Chief is joined by a number of characters from Halo’s wider fiction, who are making their game debut, while Locke is accompanied by his own group – Fireteam Osiris.

Studio head Josh Holmes says that the game was designed with co-op in mind.

Players can drop in and out, and take control of AI companions at any point. Fans will also have some control over their team, with the ability to tell them to pick up certain weapons, go in various directions and attack particular enemies.

“We think about the possibilities that Xbox One gives us as developers: how it allows us to tell stories in different ways and deliver Halo on a much bigger scale than has been possible before, and deliver better social experiences – not just in our multiplayer, but in our campaign as well,” Holmes says.

As per the series’ multiplayer legacy, Guardians also comes with 12-on-12 matches. 20 maps will launch on day one, with a further 15 coming out in the game’s first six months on shelves.

“This is the biggest investment in multiplayer we have ever made in Halo,” Holmes says.

PREVIEW HALO 5: GUARDIANS

Halo 5: Guardians The jewel in Xbox One’s 2015 line-up is coming to retail in October. Alex Calvin discovers what’s so exciting about Halo 5: Guardians

46 Friday, August 7th 2015

Guardians is the biggest Halo yet, says 343’s Holmes

Page 47: GCD Daily Day 3

FANS worried that Star Wars Battlefront will merely be a reskinned Battlefield title need only take the briefest glimpse at the newly-revealed Fighter Squadron mode to know their fears are unfounded.

Unveiled at EA’s press conference this week, this mode fulfils one of the longest running Star Wars fantasies: participating in frantic aerial dogfights between X-Wings and TIE Fighters.

The multiplayer mode pits two teams of ten players against each other, both of which are backed up by another ten AI-controlled fighters. Points are doled out for gunning down enemy fighters, as well as destroying or defending transports. The first squadron to reach 200 points wins.

Survival depends on sharp reflexes and the cool use of evasive manoeuvres, as well as each craft’s unique weaponry, such as proton torpedoes for the X-Wing and a

speed boost for the TIE. Both vessels handle smoothly, allowing players to evade enemy lock-ons and keep their targets in sight.

Daredevils that fly close to the planet’s surface have the option of picking up random power-ups, from instant repairs for their ship to the ability to fly iconic craft like the Millennium Falcon for a short time.

In the case of our demo, the planet beneath the battle was Sullust, a world known to Star Wars fans but yet to be seen on the big screen. The team at EA DICE assure series aficionados that they have been working closely with Lucasfilm to ensure everything is in keeping with the universe.

Fighter Squadron is a mode that fits in well with those showcased at E3 earlier this year and, with hype around Star Wars only expected to escalate in the run-up to Episode VII’s release this Christmas, expect Battlefront to be one of 2015’s biggest hits.

STAR WARS BATTLEFRONT PREVIEW

Star Wars BattlefrontEA DICE strikes back this November with the most hotly-anticipated Star Wars game of all time. James Batchelor takes to the skies

47Friday, August 7th 2015

The Fighter Squadron mode will let players fly iconic ships like the Millennium Falcon

Page 48: GCD Daily Day 3

EESL OONEE BAATTLEFIELD 4 SUMMER220155 FINNALSS110:000 - 119:000, Hall 9.1, Beta StagePPlayeers frrom around the world will beccomppetinng in the semi-finals and finals of thisyyear’ss ESSL Baattlefield 4 Summer 2015 contest,wwith its prize pot of €35,000.

GGAMMESCCOMM FAME111:000, Soocial l Media Stage

Throughout the day, artists will beperforming in order to win the chance toplay on stage at the GamescomCity Festival.

WOMEN IN GAMES JOBS 10:45 - 11:45, Hall 3.2, stand D-012 The jobs organisation for women in gameswill be explaining what it offers to femalemembers of the industry.

OFF THE RECORD

It’s Friday, so how are you going to finish your week in Cologne? Here’s MCV @ Gamescom’s handy guide to some of today’s events

WHAT’S ON AT GAMESCOM?

LAST NIGHT

EA held its press conference yesterday, featuring some of its biggest execs, as well as Martin Sahlin, aka Unravel man from E3, aka the most adorable human in existence.

The firm also had a number of rather impressive set pieces at its conference. These aren’t pre-order incentives for Battlefront, but they would surely drive up sales.

48 Friday, August 7th 2015

Page 49: GCD Daily Day 3

GAMESCOM CITY FESTIVAL 17:00, Hohenzollernring This year’s festival features Activision showing off its new Guitar Hero game, alongside a number of bands.

VIDEO GAMES LIVE 20:00, Hall 11.3 The biggest game concert in the world is coming to Cologne for Gamescom, and will be performing tunes from the likes of Mario, Zelda and Halo.

On Thursday morning, Gamescom opened its doors to the general public. Present were masses of excited gamers, as well as these intense-looking cosplayers (again).

09.00

15.00

12.00

18.00

10.00

16.00

13.00

19.00

11.00

17.00

14.00

20.00

YOUR SCHEDULE

OFF THE RECORD

49Friday, August 7th 2015

Page 50: GCD Daily Day 3

Mirror’s Edge, because jumping off buildings without risk of maiming myself is exactly what I want.

Kalgar@ Kalgar

greenmangamingasks...

Xbox won it. Its conference was lean, full of great content, and peppered with surprises.

Ross Miller @Rosssmiller

It’s Dark Souls 3, the

Robert Maurer@RobitoAM

Just Cause 3 looks BRUTAL. I love it!

Capt. Butt Stallion@Jimmy2495

XCOM 2, because who doesn’t love XCOM?

Blane Owen@BlaneOwen

Star Wars Battlefront is one of my go-to games this year, can’t wait!

Mark B@roos8o8

Dark Souls 3.

Pran@PranooYY

Quantum Break and We Happy Few tickled my fancy.

Ben Farrington@Fazzinho1985

Every day during Gamescom, @greenmangaming will be probing Twitter for answers and opinion about the show’s biggest topics. Tag your reply with #GMGasks to have your say!

Tweettweet

WHAT’S TAKEN

THE CROWN AT

GAMESCOM 2015?

#GMGASKS

COME SAY HI! Visit the UK Industry Stand #C010 - D011, Hall 3.2

Space Hulk Deathwing for sure.

Nate@P1Eater

www.greenmangaming.com

Page 51: GCD Daily Day 3

GamesAid needs YOU!

GamesAid is the UK Games Industry’s charity - it acts

as an umbrella organisation, raising funds and then

redistributing them to numerous small UK-based charities

who support children and young people.

Any member of the UK games industry can become a

member and nominate a charity close to their hearts to

receive funds.

Together we’ve raised over £1.2m since launch with

members running, cycling, telling jokes, baking cakes, and

doing amazing things to raise money for their nominated

charities - let’s make this a record breaking year! Join now!

JOIN USwww.gamesaid.org/join-us

DONATEby texting GAID14£10 to 70700

www.gamesaid.org

A UK Games Industry Charity

Page 52: GCD Daily Day 3

GamesPartner with Facebook to reach a global gaming audience

Reach 445 million gamers worldwide

Drive awareness & engagement with 4 billion video views daily

Target gamers with custom Console, PC and esports solutions

Find new players, with 1 new PS4 connected to Facebook every 10 seconds

In the words of our partners...

To find out more about our ad solutions, go to:

www.facebook.com/business

“ESL are excited about our growing collaboration with Facebook and we are looking forward to using our esports experience in order to develop

custom-tailored solutions that will help us better reach our audience, build our brand and grow the size of our stadium events around the world.”

“In only a few weeks Facebook enabled us to sustainably scale our acquisition channel through Custom Audiences and we have seen an incremental growth

of over 40% in new registrations through their platform.”

“Reaching the core PC gamer is key to us at Wargaming, and we can do that very efficiently by harnessing Facebook’s advanced targeting solutions”

Nik Adams (Senior Vice President of Sales), ESL

Ingolfur Aevarsson (Director, Customer Acquisition), CCP Games

Iryna Prakapenka (Senior Advertising Manager, Social), Wargaming